Base Class: Sorcerer
You are an Arcane Bloodline sorcerer and derive your power from a powerful arcane ancestor, examples including solars, araneas, nymphs, spellweavers, and lillends. It allows you to further shape your spells.
Spell Optimization
At 1st level, you gain the ability to optimize your spells. At the end of a short or long rest, choose a school of magic. Sorcerer spells from that school gain a small bonus until you short or long rest again. At 3rd level, you can spend 2 sorcery points to switch the school of magic as an action.
Abjuration Upon casting an abjuration spell of 1st level or higher, gain temporary hit points equal to your charisma modifier. If the spell already grants temporary hit points, add your charisma modifier to the number of temporary hit points gained.
Conjuration Upon casting a conjuration spell of 1st level of higher, you can choose to teleport and switch places with a creature within 5 feet of you. If the creature is not willing, they make a wisdom saving throw against your spell save DC. On a success, you cannot switch places with them.
Divination Multiply the range of your 1st level or higher divination spells by 1 + 0.1 x charisma modifier (Rounded to the nearest increment of 5 feet, min 1.1).
Enchantment Multiply the duration of your 1st level or higher enchantment spells by 1 + 0.1 x charisma modifier (Round to the nearest increment of 6 seconds, min 1.1), up to a maximum of 1 day.
Evocation Add damage to your 1st level or higher evocation spells equal to charisma modifier/2 (rounded down, min 1).
Illusion Add 1 to the investigation DC to determine your illusions are fake for 1st level or higher illusions.
Necromancy Upon reducing a creature to 0 hit points with a necromancy spell of 1st level or higher, regain hit points equal to the spell level.
Transmutation Upon casting a transmutation spell of 1st level or higher, increase your speed by 5 feet for that round.
At level 6, the bonuses extend to cantrips as well (for the necromancy bonus, cantrips count as 1st level spells). The abjuration feature only regains your charisma modifier/2 (rounded down, min 1) of temp hit points for cantrips.
Spell Sculpting
At 6th level, you can sculpt your spells at the start of the day. After finishing a long rest, you can make changes to a number of sorcerer spells or cantrips equal to your charisma modifier that last until you long rest. You can cause a number of changes equal to your charisma modifier x 2. You may also spend 3 sorcery points to do this at a short rest.
Damage Type You can choose to change the damage type of a spell based on what it originally dealt. Slashing, piercing, and bludgeoning can be changed between each other. Acic, cold, fire, lightning, poison, and thunder can be changed between each other. Finally, Necrotic and radiant can be changed between each other. Nothing can be changed to or from psychic or force damage. For the purposes of class features, such as a draconic sorcerer's elemental affinity, the spell counts as dealing its original damage type.
Broad Spell You can choose to increase the area which a spell affects (not range, area) by an amount dependent on the spell level. 1st-3rd: 5ft. 4th-6th: 10ft. 7th-9th: 15ft. For cones, this is added to the size of the cone. For circles, this is added to the radius. For cubes or squares, this is added to the length of each side. For lines, this is added to the length.
Far Spell You can choose to increase the range of a spell by an amount dependent on the spells level, so long as the spell does not have a range of touch, self, or 5 ft. 1st-3rd: 10ft. 4th-6th: 20ft. 7th-9th: 30ft. If it has a range of 5ft or touch, increase the range to 10ft.
Intense Spell You can choose to increase the damage of a spell by 1 of an appropriate type. If it is a spell which causes healing or temp hit points, increase the healing or temp hit points by 1. It increases to 2 for 4th level spells, and 3 for 7th level spells.
Lasting Spell You can choose to increase the duration of a spell by an amount dependent on the spells level, so long as the spell doesn't have a duration of instant or 1 round. 1st-3rd: x2. 4th-6th: x1.5. 7th-9th: x1.2. This can only increase the duration up to 1 day. The final number is rounded to the nearest increment of 6 seconds.
Simple Spell You can choose to ignore the verbal and somatic components of a spell, as well as the material component, so long as the material component is not costly or consumed.
Arcane Transposition
At 14th level, you have learned how to teleport yourself short distances effortlessly. This has somatic and verbal components. As a bonus action, you can teleport up to 30 feet to a unoccupied space which you can see. You may also use a meta magic options to affect this ability as though it were a spell.
Distant Spell double the range of this teleportation.
Twinned Spell bring one creature of medium size or smaller with you.
Subtle Spell Ignore the somatic and verbal components of the ability.
Arcane Form
At 18th level, you can expend 6 sorcery points as a bonus action to transform into a glowing arcane being. Mystical runes of a color you choose cover your body. They give off bright light in a 10 foot radius, and dim light for an additional 10 feet. While in this form, you can bend magic to your will. You can switch the school of magic for the Spell Optimization feature as a free action. Additionally, all of your spell modifiers from the Spell Sculpting feature are ignored while you are in this form. Instead, whenever you cast a sorcerer spell or cantrip, you can choose up to 3 modifiers from the Spell Sculpting feature to affect only that casting of the spell.
This form ends after 1 minute, when you fall unconscious or die, or when you dismiss it as a bonus action. Once it ends, the school of magic for the Spell Optimization feature and the modifiers on your spell from the Spell Sculpting feature return to what they were before you activated this feature.







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